MIB88 MegaMod - opinions, technical issues, etc.

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Out of all the NPCs I've brought around with me, (I've only used Sulik, Cassidy, Vic, Klint, Skynet, Myron) only Sulik retains his combat settings. With the others, if they leave my party or if I restart the game, I have to reconfigure their combat settings.

I'm not sure if it's a problem with the proto files since I set all of them to "Read-Only"

The EPA, how do you get to it?
It said on the readme that it was west of Reno, I've been there and I've not seen anything between Reno and Navarro.
 
Heldelance said:
Out of all the NPCs I've brought around with me, (I've only used Sulik, Cassidy, Vic, Klint, Skynet, Myron) only Sulik retains his combat settings. With the others, if they leave my party or if I restart the game, I have to reconfigure their combat settings.

I'm not sure if it's a problem with the proto files since I set all of them to "Read-Only"

The EPA, how do you get to it?
It said on the readme that it was west of Reno, I've been there and I've not seen anything between Reno and Navarro.

As for the NPCs, that may be a side effect I never noticed due to setting everything on read-only. However, if they aren't set to read only, you could end up with the original NPCs from the unmodded game (not always a good thing). As for the EPA, read my readme file. I already mentioned this.
 
As for the npcs reconfiguration, i highly suspect that whats causing this are the archives that are being generating after the last release of MIB88, but one strange thing happened to me, i deleted them and miria and davin (i dont know why but the game allowed me to get them) returned to their first lvl, strange that...
 
First I wanted to thank all those that took a part in making the Megamod...thanks its awesome...
I just wanted to point out that it would really be better if we had a fresh thread with the first post being that of MIB8. A post that would tell us the state of whatever he's doing and the bugs he is aware of. Also it would contain all the FAQ.
This would solve a lot of problems in this thread...because no one really wants to read 50 pages of posts to get an answer to their question.
 
stormcrow said:
First I wanted to thank all those that took a part in making the Megamod...thanks its awesome...
I just wanted to point out that it would really be better if we had a fresh thread with the first post being that of MIB8. A post that would tell us the state of whatever he's doing and the bugs he is aware of. Also it would contain all the FAQ.
This would solve a lot of problems in this thread...because no one really wants to read 50 pages of posts to get an answer to their question.

Good idea on the FAQ, MIB has to invest his time in more important things like making this mod even better. Any volunteers?
 
The idea it is great. Just one huge problem and a few minor also: the mod is constantly updating and every new release cand have an entirely different set of problems. So what works for a version, might be another story in the next. Add to that loads of new stuff incoming(primitive tribes and EPA, the bunker21, the abbey and so on and so forth) and the fact that he must try to make them work together. In solving a problem, he might create, by accident, another. The long became very complex and we are the lab rats that are doing the testing job. He is doing his part we are doing ours by reporting the bugs that we discover in playing his latest update. The thread has so many pages, as quite a few versions were released. So you won't have to read all the pages, but, let's say, the last 5 or 10, which are most likely to contain the information that you might need. Also reading the readme from the mod, you can found out what was corrected in the latest version. The way I see it, this mod tends to take over the unfinished project and bring them back to life, offering a new game experience. Which is good, because we have the chance to see some things that were left out by the devs and some very good ideas of the countless modders that tried to do some new arts, critters and locations, long before the fo mapper being released. Those people had to try modding the game by doing their own tools.And this mod gathers a lot of the unfinished work from those times and try to develop it further. So you might see the problem of keeping a constant update when you have something that complex.
 
The above is one of the same reasons why I won't make a walkthru either. ;)
 
Any chance to do something with the Sierra Army Depot? If you wanted a good end for New Reno, you have to destroy the stills for Mrs. Wright and never go there. But it's a bit absurd. IF you bump into it or find out the location, you can't use it , even if you never say anything to the Wright family's Boss.
 
wolfsrain said:
Any chance to do something with the Sierra Army Depot? If you wanted a good end for New Reno, you have to destroy the stills for Mrs. Wright and never go there. But it's a bit absurd. IF you bump into it or find out the location, you can't use it , even if you never say anything to the Wright family's Boss.

There are other ways to get to the SAD without talking to Mr. Wright. One is found by the player (not going to tell you where), the other is a total cheat (you'll find the cheat in New Reno). So, you actually could go there and still help Mrs. Wright if you wanted to. Or, you could just change the order of what you do. What is to stop you from getting the location by talking to Mr. Wright, and then turning him in to his wife later? Are you saying that you still would not get the good ending if you did this? If that is the case, then I can change some of the code around to ensure that does not happen. Let me know.
 
I can take care of summing up the whole thread, but not now, maybe in a week's time. Got exams coming :-p

Otherwise, I'm new here and I haven't had time to read everything yet, is there a thread or mod in the works about setting up a new vault? I'd really like to see more of those ingame. Perhaps at the Enclave you'd be able to get a list of local Vaults with their positions, and the opening codes. Once you've finished the game you'd then be able to visit those Vaults, and help them get set up in the postapocalyptic world.
 
stormcrow said:
Otherwise, I'm new here and I haven't had time to read everything yet, is there a thread or mod in the works about setting up a new vault? I'd really like to see more of those ingame.

Yeah, you'll see going through this thread that I mention a couple of times about adding in Vault 5. This vault was created by Lich for Black Steel. I need to clean it up yet and add some things to it. But that is one of my projects.
 
Okay here is an idea. I've always considered the Rangers guild from NCR a wasted opportunity. They could say something like go and free the slaves from Metzger, or go free the slaves from the Stables. Free the slaves from the slave caravans that you can find in the random encounters. Go and make a revolution in Vault City...Hope someone is considering to give life to that as a faction. The possibility to join the BOS and do more than two quests for them, that's another idea...
 
wolfsrain said:
Okay here is an idea. I've always considered the Rangers guild from NCR a wasted opportunity. They could say something like go and free the slaves from Metzger, or go free the slaves from the Stables. Free the slaves from the slave caravans that you can find in the random encounters. Go and make a revolution in Vault City...Hope someone is considering to give life to that as a faction.

I like most of this. You are right about the Rangers. I always wanted to do more with them. I suppose it wouldn't be too hard to make something that is the opposite of the Den slave run: find a few slave holding areas in the Wastes, kill all the slavers and free the slaves. I suppose even finding these areas would be quests in and of themselves. I am still finishing some aspects of taking slaves right now. I have 2 more scripts to modify, then that will be complete. But I have added your idea to my list of things to try to incorporate.

Edit: Ok, my work relating to taking slaves is, for the moment, complete, with conditions, a couple of people to buy them, and even a couple of perks worked in if you take slaves.
 
Hey MIB88, wouldn't it be better to make the taxi only take us to unlocked locations?

I mean 'he' takes us there even if we never been there. Would be better if it would take us there after we've been there, like we forgot to pick something..:roll:
 
Demonslayer said:
Hey MIB88, wouldn't it be better to make the taxi only take us to unlocked locations?

I mean 'he' takes us there even if we never been there. Would be better if it would take us there after we've been there, like we forgot to pick something..:roll:

Perhaps. But honestly, right now I have enough things going on without messing with the scripting code for the Taxi.
 
Forget the Taxi, you have enough transportations in the wasteland. Otherwise, I will think that the world never changed and the fuel is allover and you have gas stations at every goddamn corner:)
Here is something to think: the original BOS are soldiers from Omega Base, aka the Military Base. So you can develop some BOS quests also. I'm rereading the Fallout Bible, and I'll see what seems to be feasable and what not. Like someone here in forums said: you don't need an actual change of scenery, you can just use the ingame locations and still make a good story.Somewhere lost in the scripts, you also should bump into Colusa, which is the old name and location for Navarro military base. It was supposed to be further east and a little south from where the actual Navarro is...
I will try to make a decent background for Raiders...Also another faction with large possibilities but badly used...
 
Here is something to think: the original BOS are soldiers from Omega Base, aka the Military Base. So you can develop some BOS quests also. I'm rereading the Fallout Bible, and I'll see what seems to be feasable and what not. Like someone here in forums said: you don't need an actual change of scenery, you can just use the ingame locations and still make a good story.Somewhere lost in the scripts, you also should bump into Colusa, which is the old name and location for Navarro military base. It was supposed to be further east and a little south from where the actual Navarro is...
I will try to make a decent background for Raiders...Also another faction with large possibilities but badly used...

Those ideas fit in the addon pack in the making by Killap, I think
 
I will try to think a few quests, but as I'm inept to modding someone else should apply those in the Fallout2 world. A quick background for Abbey and a possibility for a quest. The Abbey was intended to do exactly the same thing as BOS was doing: hoard prewar technology and knowledge. The priests there are from the Jesuite order(catholics). The reference is to "A canticle for Leibowitz" novel, awarded with the Hugo and Nebula somewhere in the 50's. Father Tully from New Reno was cast out from the Abbey as the result of accidentally putting on fire a part of Abbey's library. Prerequisite for a simple quest: to met father Tully in New Reno, to manage to convice him to tell the story of his life, to convince the leader of Abbey to forgive him which would lead at Father Tully giving up booze and trying to establish a proper church in New Reno(thing that should succeed, if the player destroy the stills for Mrs.Wright, help father Tully and eliminates the Bishop, Salvatore and Mordino families). I know, I'm dreaming...;) . Also, Ian was supposed to be in the game. The first location for him, was in the Abbey, than he was moved out in Vault City and than dropped completely out of the game.
 
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